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Fan-Submitted Q&A With The Chronicles of Spellborn Developers

Editor's Note: Recently
the developers of The Chronicles of Spellborn opened themselves up to
the fans, allowing them to ask any questions regarding combos, skills,
and bodyslots. The following article is the developer's response to
those questions, along with any other information they decided to
divulge. In it you'll find lots of interesting tidbits regarding the
combat and skill systems in Spellborn, so read up!

Editor's Note: Recently
the developers of The Chronicles of Spellborn opened themselves up to
the fans, allowing them to ask any questions regarding combos, skills,
and bodyslots. The following article is the developer's response to
those questions, along with any other information they decided to
divulge. In it you'll find lots of interesting tidbits regarding the
combat and skill systems in Spellborn, so read up!
by El 'Selachii' Drijver

Combos:

Q: How many different combo effects will each class generally have?
Will some classes have more options for combos then others?A: All classes have an
equal amount of combo possibilities, 3 openers and 3 finishers.

Q: Will there be arch type based combos used only with arch type skills
and sub-class combos special for each of the nine classes?A: The openers are based
on archetype; the finishers are based on subclass.

Q: What's the current highest number of skills that can be performed
creating one chain?A: 8

Q: Do the skills between the finished and starter also need a specific
sequence? Will combo chains be broken if you make another move in
between the opening move and the end move, that’s not a
"middle" move? For example, you do opener and then 3 random skills and
then finish off... Will the combo then be valid or will the combo fail?A: No, any attack
following a combo opener is considered part of the combo sequence. The
only skill type that cannot be executed while in a combo string is
combo opener. After starting a combo sequence, using an opener, other
openers will be disabled. This is something that needs to be considered
when building your deck. The combo length is variable, if you execute a
finishing move after building 3 combo points, the combo is executed
succesfully, but the bonus will be lower.

Q: Will there be skills that can be used for multiple combos?A: Each finisher can be
used in combination with each opener. All skills can be used for
combos. Skills can even be used multiple times within the same combo
sequence.

Q: Will using different combo skills within the combo change the
outcome? Or are combos only aimed at the finisher?A: No, the opener and
finisher determine the buffs/benefits.

Q: Are there plans for combos for groups? Or special combos for
different factions? Or even combos which you will need a partner for,
to execute it?A: No, apart from the
obvious benefit that some combo’s might drastically lower a
stat which might benefit your teammates more then yourself.

Q: Does combo's work for healing spell? Say if I choose to be a sort of
"healer" and stay in the background and heal the group, will I then be
able to pull of combos using only healing spells which increases amount
of health healed?A: Yes, any skill can be
used for combo points, some of the openers and finishers are aimed
towards healing benefits as well.

Q: It was said that combos will not be needed to win battles. So how
much of an advantage say would I have if I used them against a person
who didn't? Taking into account we are both on a level playing field in
terms of skill.A: How much? About a
liter. What I mean is, the advantage depends per opener/finisher and
how it’s being used. I can’t really express the
‘optimal’ effect one can achieve.